continue to be constructed without a constructor even if they extend
TrackedObject.
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period so that we can see what sort of funny business is going on with the
network thread when the process spikes up to 100% CPU.
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ready prior to even waiting for it. Handle that case.
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handle downloading of resources, it simply manages them in situ. Getdown
is now responsible for all the downloading.
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suspend the puzzle. Also added some logging to debug the occasional
obscure situation where the puzzle is suspended at just the right time to
prevent the drop block from properly starting up again when we resume.
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pending ratings. Somehow a game is getting ended twice even though the
code should prevent it.
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follow doesn't tell us anything about the hosed tileset.
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before it has a chance to bring everything to a screeching halt.
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let's just not do it. We can accomplish our earlier goals, though with
slightly less distinction making capability, in a different way.
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after things have already been processed and cleaned up on the server.
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was once alive but is now gone. Catch attempts to start a transaction on a
destroyed object and log them as such. Made isDestroyed() and isActive()
final for wholly unfounded performance reasons.
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component repository, instruct the bundle to delete itself so that we will
redownload it next time the application is initialized.
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triggers the generation of the boards and the difficulty needs to have
been broadcast prior to that.
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into a properties object so that we can log the text if Java chokes.
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about handling resources that didn't provide a content length.
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content-length header even though the servlet container is providing one.
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